/* Copyright (C) 2011 Andrzej Trzaska
 *
 * Permission is hereby granted, free of charge, to any person obtaining a copy of
 * this software and associated documentation files (the "Software"), to deal in
 * the Software without restriction, including without limitation the rights to
 * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
 * of the Software, and to permit persons to whom the Software is furnished to do
 * so, subject to the following conditions:
 *
 * The above copyright notice and this permission notice shall be included in all
 * copies or substantial portions of the Software.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
 * SOFTWARE.
 */

#ifndef MESH_H_
#define MESH_H_

#include <string>
#include <vector>

#ifdef __APPLE__
#include <OpenGL/OpenGL.h>
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif

using namespace std;

struct Vertex {
    float x, y, z;
};

struct Normal {
	float x, y, z;
};

struct TexCoord {
    float u, v;
};

struct Face {
    GLuint Vertex[3];
    GLuint Normal[3];
    GLuint TexCoord[3];
	GLuint TextureNo;
};

struct Material {
	string name;
	GLfloat ambient[3];
	GLfloat diffuse[3];
	GLfloat specular[3];
	GLbyte illum;
	GLuint matId;
};

class Mesh {
protected:
	string name;
	vector<Vertex> VertexArray;
	vector<Normal> NormalArray;
	vector<TexCoord> TexCoordArray;
	vector<Face> FaceArray;
	vector<Material> Materials;
};

#endif /* MESH_H_ */
